Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts
Friday, August 10, 2018
Mulling Over the Pathfinder 2.0 Playtest
I've had some time to read through the Pathfinder 2.0 Playtest rulebook as well as the online Bestiary; the playtest adventure's been waiting but the premise sounds exciting if you're in to Golarion. That said, when I run this (and I plan to pitch a try-out to my Wednesday group, off-week) I'll probably do my own thing. I know it doesn't help Paizo, but it does help me. Heh.
In reading through the book and messing around with it to roll up some sample characters I've been keeping an eye out for "4Eisms" that many people are saying they are experiencing with the new playtest. I'm not sure if these are observations from people actually reading the rules or running it, but the idea that there is more in PF2 with 4E D&D DNA in it than, say, 5E DNA is intriguing, especially since I wasn't really seeing it (unless you argue for the extremely superficial nature of the skill/proficiency/ability/spell block layouts, which are coincidentally similar to 4E only in that they try to make the information you need as explicit and easy to find as possible). Contrast with 13th Age, for example, which unambiguously extrapolates from 4E for its power blocks and you'll see a world of difference from what PF2 is doing....which is to try and mitigate "information overload" by sticking to an easy to follow format.
Despite making efforts to clarify, clean up, and tighten the overall mechanics of the system, PF2 seems to be trying exceptionally hard to project a more consistent sense of balance in the game experience. Character creation is where this is most evident. Much like 5E, it appears that PF2 is trying to structure class design around a consistent and predictable series of advancement stages. This has the side effect of making it less likely you will have an outliers in design over time....min/max gamers will, much like with 5E, have a harder time of gaming the system, and people who love to see where things are broken (for better or worse) will find fewer opportunities to do so.
A downside to this is that certain elements of randomness fade away rapidly. PF2 still allows for an optional stat roll system, but almost everything else that might have an element of random chance is gone. Hit dice....gone. Feat choices are tighter now, and happen for certain types of feats at certain times. Feats have lots of types (they did before), but these types tell you which group to pick from at what level.
Of really interesting note in the new edition so far is how they handle bonuses, modifiers, and stacking. The rules are on pages 289-290, and they are insanely simplified from PH1. You have three bonus/penalty types: circumstance bonuses, conditional bonuses, and item bonuses. The stacking rule is what we know from before: bonuses of the same type don't stack, and you only use the highest bonus. However, with only three types of bonuses, you're not going to have to spend a lot of time trying to sort out what sort of bonus applies in a given situation. Penalties apply in the same manner (same type penalties don't stack, only the worst applies), but the rules allow for one special exception, untyped penalties, that seem to cover lots of other broad general modifiers, particularly with combat actions. There's also a special exception on how to handle shields and armor, but it seems to be the only identified outlier.
While one might question whether or not the game's underlying mechanics are still complex, the simple act of tightening up stacking mechanics, along with structuring everything around a more tightly defined level framework for the overall game experience, means that the way PF2 is trying to simplify the play experience is by narrowing the number of choices players have, and reducing the number of potential moving parts. It's not that the core mechanical elements weren't in PF1, but rather than the extra complexity made it easier to overlook, forget, or game the system on certain modifiers. Now....you have a pretty straight forward rule of thumb to refer to when eyeballing why a PC seems to have an outrageous AC, and hit points will always be the same for characters of a certain ancestry/level/class/Constitution.
Some might argue --rightly so-- that this removes some elements of chance, variability, that makes the game inherently more fun. Others might argue that it makes the game more predictable, and therefore more consistent, which can translate in to a better experience. Neither side is wrong.
I'm still mulling over the resonance rules, however. These seem to be the point system which you use to power up magic items, and they appear to be a limiter designed to keep PCs from abusing too much magic. However, the practical application seems to suggest it will only be a limiter at low level when you have few resonance points, and at high level PCs will have more than they know what to do with. It feels to me like this is a rule that can't really be "seen in action" without an actual playtest, so I will reserve judgement until I see how it functions in actual play. But right now, eye-balling it from a spherical cow universe, I find myself wondering if it's fixing a problem that must exist but which I've never seen in my games before.
Anyway.....more to come. Maybe by next week I'll have some actual play to report, too. For now, though, it is interesting that every time D&D or its relatives get a new edition, it is often with the intent to completely retool whatever was there before. I think for a lot of gamers, building off of clasic PF1 and simply fixing specific issues was all they really wanted, but PF2 is going in a direction closer to what 5E did, when it decided to build on the concept of bounded accuracy. PF2 isn't doing bounded accuracy, but it does seem to be trying to limit what you can build in the game even as it creates a metric ton of invisible walls for the play experience.
Reading the Playtest right now, while I've dived off the deep end into Cypher System territory, makes for an interesting experience. I keep weighing the system against what I know D&D 5E can do with less effort (albeit at the expense of the complexity I enjoyed from PF1), even as I mess around with another system (Cypher) that strips all rules down to only the essentials necessary to move the story forward. It's a weird time to be trying to indulge in this new iteration.
EDIT: In re-reading what I wrote it's worth noting that overall I'm really interested in the PF2 playtest, and like what I am seeing....but I am tempering this with exploring the feedback I see on other sites. For example: I love much of what is going on here, but it will matter not at all if the game's overall reception leaves it in the same dustbin of the game store shelves as Fantasy Craft (another exceedingly well designed 3.5 spinoff that no one plays).
A lot of the critical comments on some sites (such as rpg.net) appear to be from people who wouldn't play PF1 anyway, so ultimately PF2 needs to appease its core audience, and its lapsed audience (like myself); not the audience that never will play it, or landed with D&D 5E and cares not for any subsitutes. Paizo needs a game that will convince active PF players to keep going with them, and lapsed PF players like myself to return to the fold. That's a lot of bottled lightning there....but I feel like the playtest doc is about halfway to a decent spot toward capturing that lightning....can it make it the rest of the way?
Monday, March 12, 2018
Return to the Crypt of the Everflame Pathfinder 2.0 Playtest Summary
Jason Bulhman, author of the very module playtested as well as lead Pathfinder designer provided an interesting blow-by-blow summary of a recent playtest he ran using an adapted version of the Crypt of the Everflame module (click here for the playtest report). That was one of the few published modules I ran for pathfinder 1.0 as well (it was the first in the line for the new PF system back then), and it's a halfway decent dungeon slog and introduction to classic Pathfinder. As such, this playtest report helps in framing some of the information revealed.
Interesting bits I noticed:
1. Perception is now treated as a proficiency/class/level thing that works like a skill but isn't.
2. Shield defense is a reaction and apparently fighters can go through a lot of shields using it.
3. Apparently somatic and verbal are discreet actions you must spend toward completing a spell?
4. flanking now grants flat-footedness which is also a -2 penalty to the enemy rather than a +2 bonus to the attacker. This one doesn't surprise me as it's consistent with the underlying redesign of many features in Starfinder, where the net effect is the same, but the wording/approach is essentially simplified or tightened up.
This summary was from a listen to the Glass Cannon Podcast which I concede I have not actually listened to because I don't have enough time or energy in my life to listen to podcasts, so I appreciate Jason's efforts to summarize this.
As these little bits and details roll along I concede, it sounds really interesting. I'd love it if the game managed to retain the "D&D feel" while also making combat more nuanced and lending weight to things the game has traditionally taken for granted (still thinking about what it means to spend an action on a verbal and somatic casting...)
Interesting bits I noticed:
1. Perception is now treated as a proficiency/class/level thing that works like a skill but isn't.
2. Shield defense is a reaction and apparently fighters can go through a lot of shields using it.
3. Apparently somatic and verbal are discreet actions you must spend toward completing a spell?
4. flanking now grants flat-footedness which is also a -2 penalty to the enemy rather than a +2 bonus to the attacker. This one doesn't surprise me as it's consistent with the underlying redesign of many features in Starfinder, where the net effect is the same, but the wording/approach is essentially simplified or tightened up.
This summary was from a listen to the Glass Cannon Podcast which I concede I have not actually listened to because I don't have enough time or energy in my life to listen to podcasts, so I appreciate Jason's efforts to summarize this.
As these little bits and details roll along I concede, it sounds really interesting. I'd love it if the game managed to retain the "D&D feel" while also making combat more nuanced and lending weight to things the game has traditionally taken for granted (still thinking about what it means to spend an action on a verbal and somatic casting...)
Monday, November 18, 2013
13th Age Game One: After-Action Report
Saturday night we did something I rarely get to do: played something that wasn't Pathfinder! I've had chances this year to play some Magic World, a bit of BRP, and now 13th Age. Plus, of course, Pathfinder every danged week!
13th Age was an interesting experience. We generated characters in about an hour....it would have taken less time if everyone wasn't new to the game, plus the pregens I had downloaded were all 2nd level it turned out....and I really wanted the game to start from the beginning, as it were. The group ended up with a funny mix:
An aasimar sorceress who was once a cleric of the High Priestess, and had a profound experience which changed her magic to arcane
An aasimar paladin with a unique thing in which anything he cooks becomes edible
A human cleric who find all undead are amicable and polite to her
A dwarf fighter who was cursed by an unknown mage who has made countless clones of himself
Another aasimar (!), this one a ranger who has daddy issues and is ostensibly the only ranger with mental health problems
And a high elf wizard who is the spiritual reincarnation of an old archmage who fell in ancient times
Yes, a lot of aasimar.
I had worked out some details on a setting tailored for 13th Age that I cribbed some notes on....but I also brought my "Empire Era Lingusia" reboot campaign, with some notes on how to integrate the icons into my existing campaign. I had a scenario that I could stick in either setting...and for me, setting matters. I ended up using Lingusia, since it's my venerable campaign and was easier to fill in the story bits on.
To get everyone into the thick of it I dropped them in the middle of a story, so we could get right down to testing the feel and style of the system. The group was working for the Empire (of Hyrkania) to hunt down a rogue dark elf who had commited various war crimes, and after this rogue was exiled from his own homeland for being too extreme and profane (he worshipped devils) he sough refuge with an ogre buddy. The party was hunting him down, for justice...or at least trying to find out where he went. The group started at the entrance to the ogre's cave.
The course of the session involved bartering with some orcs for passage into the area where an old temple to the beast god Wolfon had been taken over by the ogre and his goblin cronies. Then they tried to pass a subterranean river before the temple where a trap dumped them in to a fight with an albino cave alligator (I derived its stats from the bear). Then there was a skirmish with the ogre and his goblins, and the reveal that A: the ogre appeared to have a problem (his sack-like body was full of insects) and B: the drow had moved on...north, to the ruined city of the gods (Corti'Zahn) judging from a map they found.
The group camped in the caves and during the night were ambushed by a party of lizardmen. In the morning they took off, following the map, where they found in the dune sea a partially buried structure that the map called "The White Station," with two fully intact ships on its "ceiling" and one that had fallen to ruin. Suspecting they were old air ships, the group moved in when the ranger, leading the way, felt the earth shake and a massive guardian purple worm appeared between them and their destination. We left it on the cliff-hanger (hint: I'm not expecting them to fight the worm but to learn to circumvent it).
Some observations on play:
Seeing in the Dark: Right off the bat I asked who could see in the total dark of the caves...answer: no one! Apparently night vision, dark vision and all that is simply not a factor in 13th Age. I took that to mean that everyone needed torchlight to see in total darkness, even if we assumed some races had excellent night vision ordinarily. In 13th Age terms I realized this is an environmental detail that I guess can be taken into consideration or ignored according to each tables' tastes.
Not All Classes Are Equal: By which I mean not all classes, at least at first level, have as many funky things to do as you'd expect. Specifically if I had to call out one class which seemed ridiculous simple to run it was the paladin. All classes had generally good combat effectiveness, however.
The Damage on a Miss seemed Small: damage on a miss was a minor deal. On the surface I imagine from a design standpoint it's got some value...I guess...but in actual play it was sort of useless to track that extra point of damage. Maybe it could be relevant at high level, but it's one of the few "tedious book-keeping exceptions" the game keeps.
Infinite Ammo?: the guy playing the ranger was curious about that. I worked out a deal: whenever he rolled a 1 on an attack, he could make an 11+ save; if he failed, he was out of arrows.
Holistic Skill Design: A couple of the hardcore Pathfinder players were at first perplexed at the background system for skills but got the hang of the idea that this was a negotiation system. I think if I had a group as a whole rebel against the background mechanics I'd just solve that by making pick from the Pathfinder skill list, case closed.
Smooth Engagements: in actual place the engament mechanic (and abstract spacing) worked really well, and worked fine with minis and map used as placemarkers to keep track of the action.
Escalation Die Madness: this was a great extra gimmick, and it guaranteed that success of actions ramped up as the turns ticked along. Everyone liked it.
No Buying Magic: This was a shock to a few players who are used to buying stuff. May work out a purchase sheet...we'll see. I explained that loot was generally found in the game, not bought, but to insure that works I have to be a good GM and remember to reward them with stuff, too.
No Magic Item Identification: this became an interesting bone of contention. "We have magic items...a chakra, rune and some potions...so how do we determine what they do?" For the moment judicious skill roll use and experimentation. Need to read deeply into the rules to find out if there was a method we were overlooking (ritual, maybe) or what. I was fine with the old school methodology of "mess around with it until you figure it out," but my players are used to Pathfinder's very friendly informatin system via spellcraft and identify.
We can all see playing 13th Age again being a thing, so the plan is to meet once every two weeks now. We're going to do an escalating 10 games/10 levels campaign, so I will plot the storyline around ten levels of escalating mayhem accordingly!
Thursday, October 24, 2013
Reading 5th Edition's Final Playtest: it's got me now
If D&D holds its course with the September Final Playtest.....if the game ends up fairly close to what is effectively the final version of the game we will see before an actual print edition hits sometime next year....then I think they have me hooked.
I've been reading the latest playtest carefully, and designing a metric ton of characters for it. I've been tinkering with scenarios (kind of easy to be honest) and poking and prodding it to see how it behaves. It's honestly working very well for my needs, and is surprising me in a few distinct ways.
Some examples?
First: there have been two camps on the 4E influence in DDN: you either see it or you don't. This version of the playtest puts stake to that divide, though; I do not see any more 4E DNA in the game anymore; in fact they seem to have gone through great efforts to painstakingly excise as much as they could from the 4E comparison list. I think the only "4Eishness" I can find is an occasional reference to a short rest to recover certain abilities....meaning certain traits and powers are actually "encounter" abilities, in 4E parliance...but you'd have to be looking carefully to notice them, and also be more than a bit familiar with the 4E methodology to find the comparison noteworthy.
Magic Missile? Back to a level 1 effect. Lance of Faith? apparently excised from the game entirely...or at least the playtest. Yeah...not even a priest of light gets to play laser cleric anymore (although the holy hand grenade is now present in the form of an impressive light channeling effect option).
Hit points? Something we can all recognize. Healing? A smidgen of 4E DNA lies here with the hit die recovery mechanic. It's considerably less offensive to one's sense of verisimilitude than the old healing surges were but still may take some effort for old schoolers to get used to.
Skills were briefly extracted from the playtest but they are back in force and a simple mechanic that ties skill effectiveness to class proficiency, a catch-all number for improving score in attacks, skills and saves. This allows for skills to be more meaningful and in depth, while still making skill checks on attributes a thing. It's really very elegant.
I'm not so sure about the whole "tools" concept but need to explore it more before I cast judgement.
I have managed to roll up about 5 D&D characters in forty minutes. That's a new character...fully statted and equipped....in an average of 8 minutes apiece. Wow.
The spells are great so far. I like how most all of them work in execution. The elegance on the system is starting to show...it's a very intuitive set of rules, actually. It's a big mass of different PDFs and yet it feels very elegant, it makes me want to play it. That's a very good sign.
The monster stat blocks continue to look good, continue to be simple and effective, and the math is starting to look coherent. They've got (most of) their numbers under control now...it's much, much better than the early stages of the playtest when the numbers were all over the place and made no sense.
I'll be resuming another playtest campaign this Saturday. I plan to make this my only game system for Saturdays from now on. I'll let the Pathfinder players enjoy their Wednesday....for now....but eventually, D&D 5E is going to replace Pathfinder for me; it's too close to what I really want in D&D, and I'm really impressed that they managed to do it. This game system feels so much better, so much more intuitive than the last two editions....and it's more modest, pulls back to the style (if not exact mechanics) of 1st and 2nd edition.
I still think D&D 5E has a tough wall to climb with Pathfinder and the entrenched OSR fandom....but I feel it has a far better chance of finding its own niche than I did a few months ago.
Yes, this means you'll be seeing a lot of 5E stuff in the blog from here on out. I am that predictable!
Tuesday, June 4, 2013
More Wisdom from Sterling: Just substitute "Focus Groups" for "Playtest Groups"
Fair warning! Jim Sterling can either be hysterically amusing or banally irritating with his videocast personality, depending on your tastes. Don't let his persona get in the way of sound wisdom. This video talks about the problems in the video game industry with focus groups changing the style and direction of a game, and subsequently wrecking the title as a result because what a focus group says it likes and what those people actually like are far too often very different things.
I think there's more than a nugget of truth here and I also think if you substitute "playtest groups" or "survey groups" for "focus groups" you get some eerily predictive results on the way development for D&D Next is going. And keep in mind I'm enjoying the D&D Next playtest at this moment, but not without the caveat that the game is nowhere near being competitive enough to usurp my continued dedication to Pathfinder.
EDIT: Hey, Escapist, turn off aut-play in your embedded script!
Here's a link to the site instead, since I HATE videos that start playing automatically.
Anyway....something to think about with regards to both the video game industry and the implications of what's happening with DDN. The similarities are a bit too close for comfort, I think. My hope is that the analogy is ultimately faulty....that a playtest group, and the people responding to WotC's surveys are actually more involved and more representative of the overall gaming crowd for D&D. I am pretty sure a very small percentage of people are actually playtesting DDN, while the rest act out and cast judgement after a quick read-through of each packet--if that--or sit around armchair designing with spherical cows all day long.
I think there's more than a nugget of truth here and I also think if you substitute "playtest groups" or "survey groups" for "focus groups" you get some eerily predictive results on the way development for D&D Next is going. And keep in mind I'm enjoying the D&D Next playtest at this moment, but not without the caveat that the game is nowhere near being competitive enough to usurp my continued dedication to Pathfinder.
EDIT: Hey, Escapist, turn off aut-play in your embedded script!
Here's a link to the site instead, since I HATE videos that start playing automatically.
Anyway....something to think about with regards to both the video game industry and the implications of what's happening with DDN. The similarities are a bit too close for comfort, I think. My hope is that the analogy is ultimately faulty....that a playtest group, and the people responding to WotC's surveys are actually more involved and more representative of the overall gaming crowd for D&D. I am pretty sure a very small percentage of people are actually playtesting DDN, while the rest act out and cast judgement after a quick read-through of each packet--if that--or sit around armchair designing with spherical cows all day long.
Monday, May 6, 2013
DDN Playtest Report: Marvek Keep
I was planning on using The Ruined Fortress of the Evil Overlord for my Saturday night playtest, but that will have to wait until next session as I got my copy too late to prep for it. Instead, I pulled out Marvek Keep, a little monstrosity I had worked on for such a purpose which utilized a medley of maps from Paizo and WotC both, for maximum miniatures enjoyment this time (specifically the Ruined Fortress maps from WotC and the Haunted Dungeon map from Paizo). They got about as far as the fortress on night #1, not bad considering that (this being a different group from the other playtesters) we went through a new round of character generation.
The evening's session was about three hours after the obligatory char gen time, and included a wood elf rogue, wood elf cleric of the healer god, a human paladin warden (named Park "don't call me ranger"), a human two-weapon fighter and a human druid (who spent most of the session as a dog). The group was hired to investigate an ancient keep about which there was a great deal of superstition and old folklore. The keep had been gone for centuries...and suddenly reappeared deep in the swamps, not long after which monsters began causing trouble for local farmers and fishermen, and orcs appear to have moved in. The group was hired to clean it out. Very simple, straight-forward plot, hard to beat!
The party encountered an aggressive party of orcs on patrol led by an orog and had a tough fight...the druid almost died twice. They found the keep by evening, made safe camp and miraculously avoided any random encounters while resting up for the following morning's exploration. After approaching the keep with the druid in dog form as distraction they ambushed two human and two orc guards at the entry and managed to invade the keep. While investigating several upstairs chambers (despite an orc guard escaping to the dungeons below to warn others) they found some unusual magical weapons and also a strange mist-shrouded room with a runic barrier at its entrance and what appeared to be a floating skeleton inside.....then the previous orc and human warriors who had been slain came back to life as zombies. (There's a backstory to the keep, that it was a bastion of defense during the zombie plague years, and that the keep's sorcerous protector spirited it away into a safe demiplane....centuries later it has mysteriously reappeared, and unknown as yet to the players it still contains the preserved zombie plague virus....)
Anyway, this is the Saturday group, which includes some outspoken anti-4E OSR advocates and one pro-4E fan. The consensus from tonight's session was surprisingly unifying...everyone found something to like about this edition, and the OSR hardcores were especially pleased to see that this appeared to be an edition of D&D they could once more get behind. We'll be continuing the Saturday night playtest on a bi-weekly basis, with some more players joining in two weeks it looks like.
This time around we ran into the following oddities:
Zombies....seem rather hard to kill, don't they? Is the damage dealt which they use as the base for factoring a CON save to stand back up cumulative, or does it only factor the damage in at the time they receive a blow that reduces them to 0 or lower hit points? It reads like the latter, but in actual play there was at least one zombie that was starting to look nigh unkillable due to some good rolls. Still....the players like the way zombies seemed to be disturbingly tough to get rid of.
Turning undead....everyone was surprised at the low totals it can turn at level one, although they quickly grokked it as being something you used on very weak and injured undead, or zombies that won't die. I felt like there should have been some sort of save mechanic that affected undead that were more powerful than the "five times level" threshold, but maybe I was just being a pansy DM. Hmmm.
Mystic Healer Conundrum....Multiple times now players with healy clerics have encountered the problem that the Mystic Healer specialty brings to them: they want a strongly consistent "healer" theme between class, background and specialty, but the mystic healer's initial feat perk is redundant for them. It seems like the first feat in this specialty chain should grant something extra or something different to characters who already gain the specific cantrips from their classes. Otherwise...it's only useful as a specialization to non-healer types.
I appreciated that orcs in DDN work more like orcs in the Pathfinder beginner box. They get an extra round of "dead on their feet but don't know it yet" before keeling over; better book-keeping this way. That said....one could imagine an evil DM having an army of front line orcs, with a second row of first-aid equipped second line orcs ready to bandage up their zero HP and lower brethren before they pass out.
I'm getting used to just looking for DEX to resolve monster initiative. I experimented with rolling for everything on the monster this time, including hit points. Last time I messed around with the "standard" or default values, even those for damage. It's nice to have both the rolls and the averages supported in the stat blocks.
Overall, I'm getting very comfortable with the DDN mechanical process, but I am noticing more and more that skills appear to be "success buttons" with that skill die. Skill rolls seem to be very, very swingy. I feel like they should go back to ranks, but make ranks very valuable (i.e. get four skills at rank 1 each, and then at each level you'd get a new skill die bump instead get +1 rank to a new or existing skill, basically; adjust feats to reflect this as well). Then they could make skill dice something that certain specific classes get as a serious bonus to one key skill or something...or do away with the skill die idea entirely.
Also......call me hard to please, but I wish monsters had assigned skills. They could use them, in my opinion. It adds flavor.
Wednesday, April 24, 2013
Playtesting Dungeons & Dragons Next
My Tuesday night group met and I presented them with three options: Magic World, Pathfinder, or D&D Next. We discussed it and after a bit everyone there opted to try out D&D Next. Of the players I had, only one had previously been in one of my earlier DDN playtests (one of the first, in fact) so he got to see the system in a more "evolved" state.
Long story short, we had a blast, and will continue with DDN for now. The rules in play feel pretty smooth and are so far proving very consistent. The advantage/disadvantage mechanic remains a real popular feature, and as DM I've warmed up to it now that the rules provide numerous guidelines and triggers on how/when to implement it. Spells and various actions produced adv/dis throughout play and players quite enjoyed being able to grant these effects as they grokked just how useful they could be.
The group had a human druid, dwarven fighter, wood elf cleric (lightbringer), human paladin (warden), human wizard and wood elf rogue (thief). All of the classes seemed to function well, and the fighter was rather effective.
Spell Blocks
There were a few spells and effects which raised questions. The fighter had an ability which seemed to state that you could spend an expertise die for damage and also grant advantange, but he was wondering if that meant he didn't have to expend the die while still granting advantage. I ruled that he could, but I'm reasonably sure that wasn't what was intended. Sanctuary, another classic spell, seemed to suggest that you could cast it on others but not yourself by way of wording, but we all agreed that it probably was intended that a cleric could cast it on herself. So there are some odd bits like this.
The Exceptions of 3rd edition are Baked in to 5th
A metric ton of stuff that boiled down to conditionals dependent on granted abilities (usually through feats) from 3rd and in some cases 4th edition were now "baked in" assumptions in DDN, which my players quickly warmed up to. Finesse being a property of some weapons rather than something you learn, for example...or dual wielding being something anyone can do without strict penalties, but with additional permissions making it better from feats. Armor proficiency being the only restriction to spell casting was another, as was the way that concentration now works as a convenient "rule of thumb" approach with some specific guidelines. This was good stuff.
Swift Action Spells
Swift action spells were pretty cool, and the players were all very interested in what they meant. Reactions didn't pop into play as often as I had expected...yet. We're still at level 1, time enough for that later on. Swift action spells had the same stat block repeated ad nauseum. I guess that's useful for the playtest document but hopefully they don't need to do this in the final product.
Leveling Pace
Speaking of leveling, even though the PCs defeated three traps, fought two animated suits of armor, a horde of lemure devils and avoided an undead-releasing trap (all in about 2 1/2 hours of play, since we spent the other half of the night designing the characters and exploring options) they did not level up. As it turns out, the XP gain is scaled down appropriately such that a 250 XP requirement for 2nd level will probably take 2-3 play sessions to earn. My concern about the advancement rate in DDN has subsided a bit, for now.
Healing Mechanic
The hit die mechanic for resting seemed to work well. We're doing the default rest mechanic and so far it seems to feel "right" to me which is interesting, as it's prior incarnation in earlier playtests definitely felt a bit off. One problem everyone with a spell caster noticed however was that the starting spell slots (and the rate of advancement) seemed to be fairly limiting. This is not something I as DM felt was bad, but I do expect them to figure out how to squeeze in an extended rest as soon as possible as the spell casters all expended their level 1 spells by the end of play.
Tool Proficiency?
There was a bit of confusion about proficiency in thieve's tools and the Disarm Trap feat. The rogue had proficiency granted by class, but the feat was looming nearby. It seemed like the intent was that the thief could, being proficient in his tools, attempt to disarm traps, but he lacked the feat so as best I could tell that meant he didn't get the skill die. It was kind of odd how they did it this way....you're basically spending a feat to get a skill.
Combat
On the DM's side of things I found that combat resolution was much simpler and more intuitive that it was in the early playtest rounds. The clarity came from better details on the action/movement/reaction/swift action economy and how it played out. The net result was we played the game with narrative combat, not even a board, and it flowed very well. Combat was quick. At least as quick as in the 2E days. It still retained a lot of interesting variables. It works extremely well in the theater of the mind narrative approach. I will have to try it with a grid and minis sometime, but admit that its clearly not necessary. This is a Huge Plus.
Skill Resolution Mechanics and DCs
The "flat" math of DDN made a lot of calculations such as DCs a simple matter, I noticed.
The skill mechanic resolutions were detailed and helpful. I've read in some spots that the skill system lacks clarity; while it might be nice to have some expository text on each skill's intent, the DC mechanics for resolution was clear as day.
I noticed that cleverly optimized PCs could guarantee decent DC spell checks, and as a result the monsters were failing saves pretty frequently. The absence (in all spells we used) of any sort of touch attack mechanic threw the players off initially, but when they realized all they had to do was cast and wait for me to check the saves on the monsters they rather liked it. Personally I prefer systems that load the die rolling on the players' side as it helps them feel more engaged....so the idea of a hit-roll save mechanic initiated by the player is more my cup of tea, but the system as presented did work very well and no one had an issue with it.
Monster Stat Blocks
Monsters do not have an initiative score, which means you go by Dex mod. This seems odd to me, as one could in theory have a higher initiative modifier than just Dex if you feel some trait of the monster justifies it, right? This could just be "3.5 think" going on, though, as the system as presented is very closely aligned to the 1E/2E methodology.
The monster stat blocks were otherwise (imo) perfect. This is one area I think they've got down to a science now, and all they need to do now is add lots of great descriptive stuff and some awesome illustrations.
Friday, April 12, 2013
Looking at the latest D&D Next Playtest Packet
I decided for various reasons to print out the latest playtest packet* and delve deep into it once more, perhaps even with an eye toward a new playtest run (maybe even as early as next week). Part of this is indirectly motivated by my recent dabbling in Basic/Expert D&D, ironically (an interest in contrasting the two); part of it is also motivated by stat-block fatigue from Pathfinder. 3rd edition stat blocks, even though I've gotten quite good at condensing them down to the relevant bits, still do that to me; I really liked 4E's methodology here.
Anyway, in reading through the latest playtest materials I was surprised to see that despite what everyone on rpg.net says there does appear to be a pretty solid game coagulating within DDN's many pages. Even more surprising was realizing that a massive chunk of DDN feels to me like someone is trying to wed 4th edition design principles (minus the always-on-minis and map experience) to the 1st edition design aesthetic. They haven't exactly got it right, but they are actually much closer than they have been in years. In mechanical terms the playtest in its current condition is about as far from the ideation of simplicity and economy of design to be found in, say, Basic D&D as you can get....but in terms of modern systems that feel like D&D? It's scoring a lot of points with me, at least.
There are still several things bugging the hell out of me, though. I feel like I need to get a new playtest running with this latest ruleset to see just how problematic these concerns really are, though. Anyway, some observations on the new packet that I would like to see more in-game playtesting on:
Experience gain looks way too fast
I've been crunching the numbers on level advancement vs. the level rating and XP values of the monsters in the packet, comparing them to the DM advice section on encounter building, and something doesn't add up. Furthermore, it seems like the experience advancement as presented could lead to insanely fast level advancement. Granted, I'm used to medium and slow track Pathfinder advancement these days....but that was one of the problems 3rd edition had, too. Characters could outstrip a DM's scenarios by leveling too fast (and Pathfinder's altered XP gain mechanics only make that worse when you try to play fast experience advancement). On the surface it seems to me this will be a problem for DDN as presented, but I need to play around with it and see it in action for a few sessions. Also, I wonder if the XP gain is intentionally quick to insure more playtesters reach and experiment with higher level play. Then again, if that were intentional I would also hope they'd mention it in the packet.
Is the laser cleric still a problem?
My first playtests with DDN suggested that the laser cleric phenomenon was a real issue, but a lot of development on the cleric class, along with a larger variety of deity choices (with associated abilities) means that the cleric may not exhibit this problem (as often) anymore.
Paladins have eaten cavaliers, wardens and blackguards
Paladins now have three subtypes from which to choose, with the cavalier being the default paladin, the warden being a sort of wilderness paladin who killed the 4E warden and took his stuff, and the blackguard being a timid non-chaotic version of the anti-paladin (borrowing from the 4E blackguard, but this is a good thing). I'm disappointed that this suggests the warden from 4E won't get to be its own "thing," but maybe this one will feel similar. I liked that class.
Fighters are looking fun to play again
Proof is in the pudding, but on the surface they appear to be full of interesting things to do. There's a smidgeon of 4E's slayer in the design (still) but hopefully the overall changes won't make it feel like a static "guy who hits things." Need to see a few in action to be sure. The fighter exhibits what I mentioned earlier, about how DDN is a 4E revision in OSR sheep's clothing. It's clearly got a lineage stemming from 3rd and 4th, and bears little to no resemblance to anything a player from prior editions would recognize.
I See 4E Everywhere
Maybe its just me, maybe its just because DDN is a post-4E edition that can't escape the core descriptive approach to mechanics (even though it does a fantastic job of integrating the fluff, far better than 4E ever could have), but every mechanical description I read is written in that elegant and extremely precise "application language," for lack of a better term. It's stepped away from 4E in that you're not looking at endlessly repetitive stat blocks...but that core conceit, that the "thing you are doing" should have an explicit mechanical application which is clearly understood, seems to be a big operating point behind class abilities and spells. The opposite seems to be happening with skills and ability checks, however....and I'm not sure how I feel about that until I can get some more playtesting in.
Advantage/Disadvantage is more integrated
It appears on the surface to be better implemented and pops up in logical places now. Will have to see. I disliked it a lot in my first playtests, especially due to the lack of good guidelines on use.
The Monster Stat Blocks are Great
Despite the level and XP listings seeming to be off to me, the core stat blocks look to have taken the best lessons from 4E and carried them on, but with a firm integration into the pre-4E world of mapless design principles at play.
Attribute Limits
It's a "bounded accuracy" system, and they are trying to make it work, so I understand the principle behind limiting attributes to a max of 20...but at the same time I can't help but feel like this is a step back. The real problem is that attributes in the 1E/2E era were explicitly capped and their relationship in terms of modeling creature values was explicit in the design. The DDN methodology to take the open-ended approach of 3rd and 4th edition and arbitrarily cap it. This seems like a cheap workaround to me.
Skills still concern me
I don't like how they are handling skills at all. This is a shame, because they do seem to be trying to include more skills (or at least the same essential skill set from 3E), but the weird lack of real progression, the limited control over how one could advance in skills, some skills tie to feats in weird ways, and the customization for flavor limited to backgrounds (which are admittedly cool) are all problems to me. The pluses right now are that the DM section has some great and explicit guidelines on using skills and setting DCs, the backgrounds are a great idea, and it all might just work in a way I'm comfortable with, but once again: gotta playtest it and see.
The heritage of D&D is more than 1974-1978
Despite some perceptions, D&D is much more than just what it was in the 1970's. I'm accustomed to editions of the game which offer more, not less. So we're still missing things that cater to the "more, not less" mindset: to date no rules on other than the basic races have been seen, nor have we even gotten a hint that there will be rules for designing such. Multiclassing is being discussed in their Q&As, but what details I've seen suggest it will have a closer heritage to the 4th edition methodology and will steer away from the 3rd edition and earlier approaches. The practicality of a campaign style which does not depend on a dungeon-focused encounter design seems to be met within this system (4E failed miserably here) but the recovery mechanics are still in a state of flux.
There will be some edition of this game which, WotC is saying, will be the core "basic" edition but even the thing I'm looking at right now appears far too complex for anything that should have "basic" appended to it. If they did manage a stripped down version that got closer to the original basic edition, but which still catered to the "more, not less" mindset of 2nd edition and onward, I will be pretty happy.
Anyway, I'm going to see if my on/off Tuesday group would like to dive in next week. We shall see!
*For extra fun I had it bound with the Basic D&D cover (for the char gen section) and the Expert set cover (for the DM's section and bestiary), giving the playtest packet a deceptively retro exterior appearance!
Tuesday, December 18, 2012
D&D 5th Edition Latest playtest package is up - and it's starting to look good...
The latest playtest package went up yesterday, and it's starting to look kind of...good....! It's not that I didn't expect it to eventually shape up into something playable and persistent; despite reservations at times I do have confidence in the designers at WotC that they are sincere in their efforts to make a game we can all appreciate (or at least one that I will).
The latest playtest has twenty levels defined for the core classes plus monks (what happened to sorcerers and warlocks??? They are missing, it turns out). It's got lots of backgrounds, specialties, and tons of expertise dice for every class (it's now a core feature everyone can employ). It's got feats that seem to stop at level 9 (some speculation on whether feats will continue to accrue with prestige classes?) and it's got a massive bestiary of around 180 or so monsters to kickstart playtest campaigns in to gear. There are four modules now for those who don't do their own, or feel more comfortable keeping the playtest on guided rails.
There's still lots of D&D yet to appear in DDN, but as of right now this playtest offers more content and ready material than most other fantasy RPGs out there.
Anyway, I've started the discussion with my local group, and the plan is to take this puppy for a full playtest ride beginning in January. I guess 2013 will have some dungeon delving and dragon slaying in it after all (and plenty of Pathfinder still for Wednesdays!)
Monday, October 29, 2012
DDN Playtest Pack #4 is up
Just got my notice, but the fourth (I think this is the fourth?) playtest package is up. Looks like it covers levels 1-10 of content, has numerous revisions, and the Isle of Dread module. I may comment on it more if I get some free time to read it...
| No dragonborn in DDN....yet..... |
On an unrelated note: had a lot of fun this month doing all the reviews; I think I'll try to make it a regular habit, with more book, game and film reviews at least once or twice a week! It makes for a nice change of pace from an all game content all the time approach like I have often exercised in other months...that's a very hard pace to keep up with, anyway.
Monday, August 13, 2012
D&D Next Playtest Round 2
I have the next round of the DDN playtest in hand (well, in the Nook) and am reading through it. I'm more reserved in my comments and opinions for the moment, but a few observations...
1. They've got the promised character generation rules. This is good; it's helping to forge a decent picture of how the game works. The backgrounds have been revamped a bit, too....and there's a proper skill list.
2. Fighters have exploding expertise dice that regenerate each round. That can use these to empower various maneuvers. This is some pretty progressive stuff....fans of DCC might notice some vague similarities, but this is the first mechanic I've seen for DDN so far that is otherwise very distinct to the new edition.....but fighters already look much more interesting here than the sample fighter from playtest one was.
3. That necromancer theme (well, specialty) is pretty cool. The revamp to specialties makes a bit more sense. Sort of like the archetype concept in Pathfinder now, but with directed/thematic feats tied to them.
4. Monsters seem to have gotten a bit of a makeover at a cursory glance, and they appear to have annihlated the flavor text, interestingly. I presume they figure that leaving flavor text in was only confusing people? No idea.
5. Hit points got massively scaled back. The 4E fans who are decrying the retro elements of DDN will be angry.
6. Hit dice and the hit die heal mechanic remain, but they now provide four options for how to manage hit die and hit point recovery....the standard option is fastest, but three other choices lead to different ways the two resourced are recovered and managed, with the slowest leading to a case where a long rest recovers no HP, but only 1+Con Mod HD which you can then spend to recover some HPs. This is the first obvious case of "multiple option rules" to suit to taste. I like the way they are doing this so far.
There are more changes....but I shall report on them as they show up. This document is looking a lot more robust, now. I think I'll have to spring a new playtest on everyone this week.
Friday, June 15, 2012
The Curse of Emparas
As I mentioned last week I designed a module for use with the D&D Next Playtest. Here's what I worked up for those interested. It can work just fine, obviously, for any edition of D&D with a tiny bit of adjustment. Note that I have redacted stat blocks, per the playtest agreement.
The map for this module is actually something I used from 0ones Blueprints, which are some fantastic generic old-school maps designs. The specific map I used is part of the "Hill of Many Dungeons" map set, specifically the tomb map (Dungeon 1) in that set. You can find this map set at rpgnow.com right here. It's only $1.65 and well worth it, 0one does great stuff. If you can't get it for any reason, you can always key the module to any decent dungeon.
The module as I ran it was modified a bit due to time constraints; I compressed much of the ending into one final chamber event that included the wight, orc, some cultists and the gray ooze. The PCs lost one character (the fighter) in that fight but otherwise triumphed. I haven't altered the module otherwise; I think the original works fine without a time constraint.
This adventure is set in my Enzada setting, which is getting a lot of love in game play this year. It was fun seeing it briefly in the playtest....but Pathfinder remains a better home for it. That said, here's the module:
The Curse of Emparas
Plot
In the free city of Washaran, where the Selindari expatriate Afras Siddaram rules with his Waladari wife Unestra, trouble is brewing. The city is small and depends on mercenaries and a small volunteer militia for defense. It is a center of much trade activity for the sarnathan orcs of the Urthon Mountains, the Chirikatha aboriginals, Waladari merchants and Selindari traders.
Recently, a contingent of the sarnathan clan Veraghost arrived, bearing their mortally wounded elder warlord, Nerask. He requested an audience with the kishatrya in the public debate square. There, before all, including the adventurers, he states that he has been betrayed by his brother, Kaash, who was seduced by the siren song of the Jainist Emparas, once a great priest and religious leader of lost fabled Drath. According to him, while treasure hunting Kaash and his band of mercenaries, in the service of the antiquarian and explorer Maretan Skane (a Dasamite) stumbled across the entrance to a lost tomb. It turned out this tomb was the burial place of the the ancient Jainist Emparas, or so Kaash claimed when he returned to the village. There he told all that the Jainist had seen the true way, and that his immortal ascendance was a ruse, that he was not destined to the form of pure spirituality; instead, the end of the tunnel lay in the eternal walk of the undead! At this Kaash stole the life force of his brother, leaving him an ancient shell and fled, bearing the scepter of the clan.
Nerask pledges 10,000 gold pieces to the warrior or warriors who seek out his brother, return the Scepter of Veraghost to him, along with the head of his brother and this mad, undead jainist of old. He pledges it on the spot, stating that one must travel north, to the outskirts of the ruins of Drath, in the Barrow Lands. Seek out the entrance to the lost tomb, and bring him his victory.
A DC 12 Charisma check while talking to the orcs in the contingent can reveal that this is a last resort; over thirty orcish warriors have already plunged into the barrow lands of Drath and none have returned, though some claim to have seen their kin wandering in patrols. A slight bribe (5 GP) or better charisma check (DC 15) can coerce the orc into giving details on where those patrols and the proper barrow mound can be found…
The Journey to the Barrow Tomb of Emparas
En route, adventurers will be accosted by gnolls of the Wildermane tribe, seeking to cause disruption among those who would aid the orcs. There are nine gnolls and one pack lord in the raiding group, and they will take advantage of cover of night to attack travelers on the plains. To determine if their prey is worthwhile, during the day a kobold named Mekarlek and his six kobold gang members will be tasked with crossing paths with the PCs, with his burro of goods (he has six large packs on the burro; each contains a kobold). Mekarlek will engage in trade and based on the perceived wealth of the PCs he will report to the gnolls whether they are worthy of attention. If Mekarlek thinks the PCs are especially vulnerable and wealthy he may try attacking them with the gang instead of reporting on them to the gnolls.
Makarlek the kobold and his gang of 6
Gnolls (between 1 and 9), Gnoll Pack Lord Fumarsh
Travel Time
It will take three days to traverse 100 miles of rough desert terrain, of 2 days if they stick to the road and branch off when it becomes necessary.
Arrival
The tomb is now guarded by orcs who have been ensorcelled into the servitude of the undead jainist. Unlike Kaash, the orcs who came later were not all slain, some were charmed. However, many were killed and then raised. Emparas is careful about who he makes a wight, however, and so only Kaash is a wight at this time.
Patrolling the area around the Barrow Tomb entrance are three groups of six zombies apiece:
Zombie patrol (6)
Key to the Barrow Tomb:
1. The entrance hall is long and dusty, clear evidence of excavation can be found. Blood stains and bits of bone and flesh show a recent fight, but curiously less evidence of slaughter than one might expect.
2. Getting into this faux-tomb requires bypassing the hidden spiked pits (DC 12 to notice, they’ve been triggered and reset so dust is disturbed; falling damage 2D6) The sarcophagus within appears pristine but opened, its seal broken. Within is a mummy (genuinely dead) dressed in elaborate robes holding an ancient gold scepter with a ruby gem in its face. The gem is paste and the scepter is fools gold.
3. This corridor to the inner complex passes by ancient gates leading to the catacombs of the jainist mendicants. A lore check on religion (DC 15) will reveal that this wasn’t always a tomb, it was once where they journeyed to purge their bodies through rigorous fasting and medication prior to ascendancy. The jainists would perish, usually while in a lotus position, and would then be placed on display for all to see, as a sign of their successful devotion to purity.
4. Here are old crates and barrels of votive offerings and incense, now mostly dessicated or dry. A careful search does reveal one crate which contains 50 GP in a pouch along with a ring worth 125 GP someone hid within. Two other crates contain two dead men! One is clearly Selindari, his ally is a uthitin Halfling. Both were stabbed to death and then stuffed in the crates (by the skeletons below).
Along a north wing someone has broken into this chamber from a hidden passage beyond. Careful study (and stonecunning) can reveal that in fact someone appeared to have discovered a hidden passage in the wall, but could not open it so they hacked it down. The picks to do so lie nearby, shattered.
Two secret doors (DC 14 to find) open up to two compartments, each containing 5 bejwelled, golden skeletons armed with scimitars. The extra metallic covering gives them AC 14 and if scraped or melted off is worth raw gold material worth 15X1D4 GP apiece. The jewels are fire agates, ten in all worth 20 GP each. The skeletons will come to life if the secret doors are breached or someone opens a crate in area 4, or steps on the hidden sensor plate in front of the bashed wall.
5. The Hall of Transcendence. It may look like a corridor to a prison or tomb, but it was once the passage to ascendancy for the jainists. Rooms 11-17 contain the meditation chambers where they went to die. Rooms 6-10 contain the prepatory chambers, where successful ascetics who passed on were taxidermied and prepped for passage around ancient Drast as evidence of their spiritual power. Beyond those chambers like the burial rooms, where the “failed” ascetics were placed, their bodies interred in simple wooden coffins and then taken to the Lower Deeps (area 30) for disposal.
In each of rooms 6-10 there is a 20% chance that 1D6 skeletons lurk in the coffins, waiting to awaken to the sounds of living beings.
In each of the chambers 11 through 17, there is a 40% chance of a jainist corpse in meditative pose waiting patiently for preparation. These jainists will eerily appear not to have aged a single day. There is a 5% chance one of them unexpectedly reanimates! If so, roll a D20: 1-16: he is a zombie, 17-19: a wight, 20: spontaneous resurrection!!!
18. trash heap. Here in this descending pit the old temple disposed of waste. A gelatinous cube has lurked here for ages; anyone entering the chamber will see what initially appears to be a large solid dull stone, like an idol, surrounded by rusted metal and debris. The debris included 77 gold pieces and 253 silver pieces (and 1,111 copper pieces but who’s counting). The gelatinous cube has been in hibernation and has become covered in a thick coat of dust, thus its initial “disguise.” It will move as soon as it senses life within 15 feet of it.
19. This chamber has no exit, and another hidden spiked pit trap (2D6 damage). There is evidence of a simple meditation matt, and it looks as if an ascetic may have spirited away to this spot for private fasting and ascendency, though the body appears to be gone. Tracks (DC 11) indicate someone has been in and out of here recently. The booted tracks lead to the north wall secret door, which requires a “leap of faith” to open….simply stepping through the illusory wall, which is an old spell.
20. Emparas’s personal quarters. Here is where Emparas dwelt in life, and now also in death. The wight can be found here, or in area 21, communing with his new dark gods, the dreaded spirit Zaag Sal, the real reason he returned from the dead (though he has not yet figured this out). Zaag Sal is the dark lord of the outer darkness, and it’s dreadful mote of darkness summoned into being in area 21 seeks to use the wight to gain a foothold in the mortal plane.
Emparas the Wight: he has a +1 magical longsword.
If the PCs attack him in his chamber he will flee to meet his cultists in room 21. This chamber contains a chest with a lock and poison needle trap (DC 13 dex to unlock, DC 15 wis to spot needle; DC 13 dex to disarm; all of this needs lockpicks). The needle deals 2D10+4 poison damage to the unwary. The chest contains +1 platemail, +1 greatsword, 255 gold pieces, 13 platinum pieces, 3 potions of healing, a gold necklace worth 25 GP and a folio of 20 prayer scrolls that each grant advantage on attacks against the undead if read as a standard action for one attack (declared by the attacker).
21. This ancient temple of Zaag Sal was the reason for the jainist’s corruption. Unknown to Kaash he had two lieutenants who were servants of this dark god, who were using the mercenary to unlock the depths of the abyss to unleash the dark mote of Zaag Sal into this chamber. So far they have brought forth only one of the more wretched of the demon god’s agents, a gray ooze. The ooze has been led to chamber 29 for now.
Dark Acolytes (4), Dark Adepts (2), Each cultists has a gold talisman worth 10 GP but it depicts Zaag Sal, so sort of evil.
22. Ancient Chamber. This chamber contains nothing unusual, but after 1D4 minutes a pack of stirges on the roof will awaken and attack (2D6 stirges)
23, 24, 25, 26, 27: These chambers are all otherwise abandoned save for wildlife. Each chamber has a 25% chance of an encounter:
D20:
1-4 1D6 giant centipedes
5-7 1D6 fire beetles
8-10 1 owlbear
11-15 2D6 dire rats
16-20 3D6 cave rats
28. There are half a dozen orc prisoners kept in this chamber, behind crude iron bars. They are periodically dragged by the cultists to be fed to the gray ooze in room 29. The orcs will plead for freedom, and even offer to take up arms if weapons are available.
29. Chamber of the gray ooze. Here is where Zaag Sal’s first emissary appeared, a mindless and evil gray ooze. It has since budded and there are now 1D3 of them within. The pool where it lurks in the center is filled with the bodies of recent sacrificial victims, including the remains of the orcs that were fed to it.
30. This myserious passage descends into the Lower Deeps, and can lead to further adventures….alternatively; it ends in a shelf along a deep pit, where bodies are tossed into an unknown abyss.
31. Here can be found four shallow graves where the moldering bodies of recent victims that were “accepted” by Zaag Sal now fruit and ferment, turning into aberrant trolls in his servitude. The wight Kaash has been assigned to oversee their passage. When the PCs discover them, one of the bodies will “awaken” (more if it seems appropriate) and the newborn troll will “spout” from the corpse and attack, along with Kaash. Kaash has the scepter of his clan.
Searching each body in this chamber reveals a fist-sized gem of turquoise placed in each chest, worth 50 GP apiece. Kaash himself has a potion of invisibility (2), and a wand of binding.
Thursday, June 7, 2012
After Action Report! my first Dungeons & Dragons Next Playtest
D&D Next Playtest Observations:
Group Composition: five players, all versed in modern gaming, but all with a long history of multiple editions, mostly. Two are big Pathfinder fans, one is a 3.5 fan, and two are 4E fans. The 4E fans can and do play other games, though; the other three will not play 4E. As DM, I regularly run Pathfinder, dislike 3.5 (ergo, I tolerate Pathfinder for the sake of my players…but more on that later), and I enjoy 4E, albeit with the caveat that I wish it was flexible enough to handle non grid/minis combat.
The group was also not my “usual gang.” Many of my regulars were out this week, but I had two relatively new guests (guys I knew but have gamed little or none with) and one old cohort who I used to play with back when I had free Fridays.
Scenario: I did not use the Caves of Chaos, writing up my own adventure. The reason for this was fourfold:
1. I ran Caves of Chaos as a kid extensively, and while D&D is one hobby I’ve carried with me for over three decades, the reality of that module is that I will always remember it as a 9-10 year old. Efforts at running it later in life have always fallen flat because my nostalgic memories of the scenario are tinged with “young kid” glasses.
2. The map was printing out awfully for me. I’m diabetic, and have always had near sightedness; trying to read the little blue numbers was giving me a migraine. Even on PDF it was a pain.
3. Everyone else’s adventures have focused on orcs and goblins and such. I wanted this module to add in some less frequently encountered beasties, such as the undead, gnolls and gray ooze.
4. The Caves of Chaos module struck me as less of an effort at a tight scenario design to test the rules and more of a demonstration that this version of the game can handle retro modules. I see no problem with testing the rules with a different scenario design, to see if “anything breaks” as a result of differing circumstances, orders of encounters and such.
So, now for some observations on the experience:
Advantage/Disadvantage: the overall reception to this was positive. People liked it. There was also an observation of intentional “cleansing” of the “mathiness” of the system, which no one especially commented on but the general feeling ultimately was that there was just less going on, mechanically. As DM I had a different experience with the A/D mechanic: I liked it when it happened, but it seemed like the only person regularly getting to use it was the rogue. I felt a few situations called for awarding it, but this mechanic really felt like something that should have had a few more “triggers” or conditionals built in to help the DM adjudicate when it should work. As it was, I was surprised to see that the fighter, for example, almost never triggered it, nor did the spell casters. Part of this might have been players not putting enough extra effort in to warrant A/D awards, but the other part was uncertainty on my part on how often it really should be in play. Ultimately, it felt like a mechanical deviance that would have fit better with a more 4E-styled approach that allowed for a range of control options on the player side to trigger it.
The Halfling Rogue: This character was far and away the best DPSer until we determined that his stealth checks could (and should) be at an action cost. This was an error on my part; we talked about another playtest experience I had read about that said the action cost for stealthing meant the rogue only got to “pop out” of cover every other round to attack. The thing is, the rogue as played by this player was devastatingly effective despite this issue, because he took advantage of cover and his insanely badass sling to just whale on enemies nearby. It was funky. The player did immediately question where all the skills were. I pointed people to the lists in their schemes, themes and backgrounds….but more on that in a bit.
The Dwarven Cleric: The player for this character summed it up best, “this is a character that does a fantastic job at what it is designed to do, which is to serve as a support role for everyone else at the expense of being able to actually DO anything interesting for the player.” I summed it up as: this is a great NPC henchman that someone will be forced to play.
The Human Cleric: If you’ve ever seen the Mitchell & Webb Show, the human cleric was effectively Angel Summoner to the dwarf cleric’s BMX Bandit. Seriously….both were useful in their ways, but the raw firepower of the human cleric was impressive. He was nuking with regularity, and he could still pull off healing stunts (out of combat, or with options). He could be blasting with his radiant laser ability while managing his floating holy weapon. He could, twice per day, effectively call upon the Ark of the Covenant to go all nazi-melting on his enemies. He was the most effective class in the group.
The Dwarven Fighter: The dwarf fighter’s player got there a little late but waded right in. The dwarf fighter was simple but effective. His slayer damage bonus was weird. We couldn’t find anything in the rules that prevented him from using it in ranged combat to deal damage with his Dex modifier. Anyone know if this would be correct? After a while, the “always dealing damage bonus” felt less like a useful trait that added to the class and more like a patch fix for people claiming the fighter wasn’t useful. I’d have much rather seen some sort of A/D affecting mechanic that allowed for an extra action, a cleave (3.5 style), or some other trait. That said, the player who ran it is more used to wizards but he had a good time, even though in the end he died after the orc chieftain downed him and then tossed his body into the pool filled with a gray ooze. He was the only fatality of the night.
The Elven Wizard: The player played him well, took advantage of mage hand often, got off a few burning hands events, and in the end he still spent 90% of his time casting magic missile and wondering why his big shtick at level three was a cat. When they found old casks of wine he got stinking drunk as the game actively encourages all wizards to be boozehounds, since you can cast magic missile without disadvantage from being drunk while gaining the damage resistance. It’s borked (more below on that).
Roles: everyone felt that the “role” of their character was buried in their sheets, sort of hard coded in but in a subtle way. The dwarven cleric noticed this the most. The rogue was a serious DPR (striker in the 4E parlance), the wizard was a toolkitter, the other cleric was a weird amalgamation of striker and sideline healer, and the fighter was a damage dealing meat shield.
Intoxication: What the hell is up with this mechanical effect? Who thought this wasn’t highly abusable? WotC needs to rethink intoxication. Right now it can be abused by anyone for who disadvantage isn’t a severe impairment to basically gain 1D6 damage resistance. It offers to stat penalties to wisdom or intelligence….it might make more sense to drop the resistance and grant a temporary Con boost instead. We all know what it’s like to be drunk in the real world, and this is not modeling the realities of intoxication well. Unless it was written by a sixteen-year-old’s view on intoxication, in which case, carry on, I guess.
The Problem with the Action Economy of DDN: The move plus action mechanic took a little getting used to for my players, as they were either used to the convoluted 3rd edition approach (move, move equivalent, full move, full round, standard action, swift action, free action, etc.) or the 4E players who were comfortable with the Move-Minor-Standard methodology of that edition. Going to a system of one move and one action, with the move being inviolate in its own right was funky. The idea of reactions slowly seeped in as well, as people realized reactions/readying actions had replaced opportunity attacks, basically.
On the one hand it sped up combat. People were doing basically one thing and then moving on. On the other hand people were very often doing the same thing, over and over again. This was observed by just about everyone at the table. The two 4E players were running the clerics and so there was less of an observation about that except for the fact that they both were aware that once they popped turn undead they were pretty much stuck turning undead for the duration; at one point the dwarven cleric stopped turning and charged in because he was getting tired of doing nothing.
In one sense it’s not like older editions didn’t sometimes have a similar phenomenon, I guess. On the other hand, it felt “accented” here because so much of the 5th edition playtest was basically a core of 4E mechanics wrapped in a bacon skin of 3.5 retcons, all promptly jammed onto a 1st/2nd edition plate.
Here’s a theory I have: at-wills are counter-intuitive to old school or traditional methodology. I doubt anyone who is big on the OSR would disagree. The reasoning is pretty straight-forward: when you have a limited pool of resources you will manage it. When you have an unlimited pool of resources, you will use it by default. DDN creates a problem for both the clerics and the wizard in that it offers them a limited pool and an unlimited pool of resources. Players will end up doing one of two things: using up their good stuff in short order (when it seems the need is there) and then spending the rest of the session spamming the same free spells over and over again, or the more thoughtful player will hoard the limited resources, relying on the free stuff instead. Either way creates a problem, because you’re either self limiting your options to avoid squandering the good stuff, or you’re using it up and then spending the rest of the session spamming the same spells over and over.
More than that, the “always effective” effects are even worse. The wizard ALWAYS hits with magic missile. This wasn’t a big deal when magic missile was something you did a few times per day. Now it’s a persistent effect. The joke was that the wizard was slowly depopulating the local rabbit and squirrel population with magic missile, then stuffing them in a pouch for dinner. This is not a problem unique to DDN of course; 4th edition had the exact same issue, although it did a better job of handling it. Without limited resources for such things, you might as well tell the archers in the group they have unlimited arrows, or the fighter that even if he misses, he hits. Oh, wait….
Hit Points: At the start of play I was going into the playtest thinking that the extra hit points of the PCs was a good thing, and I had no opinion on the hit points of monsters or the damage outputs of weapons and attacks. By the end of the session I felt that the inflated hit point totals were excessive for an old school approach, the math seemed borked for a newer approach, combat still felt too long despite the fact that it wasn’t simply because my old-school instincts were expecting people to drop sooner or later and they weren’t. A few close calls, yeah, but we didn’t see a 0 HP reduction until the very end when the dwarf fighter got unlucky fighting the orc chieftain at the end.
Given that I was running a home-made scenario one could argue I was throwing weak encounters at them, but I wasn’t sure about this. After all, if I was picking encounters that I know would pose a threat to 4E characters, or which were almost guaranteed deadly to 1E characters, surely there’d be a happy middle, right? As the elf wizard’s player put it, his 1st level 5E wizard had enough immediate firepower to kill a 5th level 1st edition wizard. Anyway, the encounters of the night, for your own reference, included in order:
1. A kobold merchant and his burro with 6 more kobolds hidden nearby (this ended up a friendly encounter when the players convinced the kobold they had no valuable items, which was true)
2. 5 gnolls looking to raid the party’s camp at night
3. 9 zombies around the entrance to the tomb
4. A hoard of 12 dire rats
5. A slew of ten gold-plated ruby-eyed animated skeletons
6. A gang of 4 cultists, 2 mid-level cultists, an orc chieftain turned into a wight and the wight who did it.
So all in all six main encounters, five with combat. The risk level was relatively low, even right up until the end. The damage output of monsters was too low. The player damage output was noticeably higher, but not consistently. Honestly, it felt like we had regressed to the problem that 4E had on first release with high PC damage outputs/absorption and monsters that just seemed kind of ineffective. Speaking of which…
Monsters: I love the monster stat block sizes and look, and I love the fluffy details. However, the monsters really do need an “effects” facelift. There wasn’t enough going on with them, and in this post Monster Vault universe of D&D monsters really do need a few more interesting mechanical tricks to spice it up. The most exciting moments of combat included one moment where a cultist used command on the rogue to get him to “swim,” and the rogue jumped into the nearby pool containing an as-yet undiscovered gray ooze (he lived), and when the wight landed a blow with enervation, which was what I would call an “interesting but not terribly meaningful effect” in the context of a one night session. The gray ooze was the most interesting creature in my opinion. There was a possibility of a grelatinous cube encounter, but I skipped it in favor of ending the game sooner (the FLGS was about to close), but I was keen to see it in action as well.
Anyway, monsters need more “shticks” to pull off. This is something that 4E has indelibly stamped on the game, and it cannot be undone. It just doesn’t feel right without it.
Skills, Or Absence Of: SO we have these skills that offer conditional modifiers, which are arbitrarily assigned by theme or background. That’s okay, I suppose. I went into the session thinking it was kinda cool, eager to see how it worked. I exited the session completely nonplussed, and desperately hoping this concept gets scrapped in favor of a real, mechanically robust skill system again that allows for some choice and flexibility.
The Attributes as Saves and Skills: I’ve been running a lot of Castles & Crusades lately, so this might be clouding my perception a bit, but for whatever reason I feel that C&C’s SIEGE mechanic which uses attributes as skills and saves does this better right now than DDN, and in trying to figure out why, I thought of the following:
First, C&C is extremely flexible in that you can run it with no skills other than those coded into the classes. Your class, in a sense, becomes your skill, in that if you think whatever you’re trying is something a fighter, wizard or ranger should be good at, then it counts. That said, you can graft skills onto C&C with ease, either using the secondary skills of the CKG, the alternate skills of Castle Zagyg, or your own homebrew. Hell, you can jam the entire 2nd or 3rd edition skill system into C&C with minimal fuss.
C&C rewards players for thinking creatively by not binding them to a list. This is key because, as I see it, you should either have a robust list of skills or none at all. Anything in between is going to feel sort of half-assed. DDN sort of feels half-assed right now. Want to pick pockets? It’s a Dex check, I guess. You don’t have that skill apparently (at least at 1st to 3rd level) but the DM can adjudicate it as an opposed roll. That said, can only the thief try it, or can everyone else as well? Apparently anyone can, since it’s not on the thief’s list and it’s not otherwise explicitly described in the system. The DM would have to arbitrarily rule it’s a class-specific ability.
C&C is not using bounded progression, either, so even without a skill system it creates a sense of “things I can do but am not good at (because I don’t have a prime in that stat and its not something my class normally does), things I can do and am pretty good at due to natural talent (because I have a prime in that stat, regardless of whether the action in question relates to my class), and things I kick ass at (because I have prime and its class relevant).” That’s three levels of variation, and they are further enhanced by level bonuses to skills. DDN, however, is operating on a flat range, and in actual play, thinking about it, I realized that it would, over time, start to feel really, really “flat.” Which gets me to….
Bounded Progression: DDN is using the “bounded progression” concept, or whatever they are calling it. This idea sounded really neat to me on reading it, but in the course of play I realized that if these characters don’t show some measurable progress over time, it’s going to get old quickly. Non-class-based systems have progression, it’s just modulated more heavily by player choice or campaign circumstance. The key advantage of a leveling/class mechanic is many of those choices get hard-coded in for the player, are part of the perk of reaching each plateau of experience. It’s not as realistic, but it is fun and rewarding. I will reserve judgement until I see more, but I can say that if the numeric values over time don’t change much, this game may not have as much “oomph” as prior editions. I could see myself getting tired of the same rolls over and over again after a few months. Still, must see more of the full rules and level advancement before I can say much more about it.
Saves: In C&C saving throws are keyed on attributes and effectively work exactly like skills. You can delineate and mark them out by listing the saves by type and then precalculating your TN (target number) if you like, which helps saves to stand out. In DDN, it’s technically much simpler, just being a D20 plus your relevant modifier, and maybe some bonus or advantage/disadvantage, but most of the time you do not have a lot to worry about, apparently.
I hate to say it, but this felt too damned simple to me. I am stunned that C&C actually feels “more complex” or at least gives me more variables and ranges to save calculations. This is weird.
Also, and again, I hate to say it, but I missed fortitude, reflex and will. They were interesting as defenses or saves because they could advance on their own track. The bounded progression limit would affect them to, and does it right here, with all three being subsumed into the six core attributes.
I should note that I did like the idea that if your attribute score is better than the save or skill check DC then as a rule of thumb success should be automatic.
In actual play, we noticed something: saves didn’t crop up nearly as often as one might expect. This was at least partially due to the fact that on those occasions when saves were being made it was me rolling the dice again. The 4E methodology was interesting in that by making saves defenses, it put the success/failure roll factor in the hands of the player, thus the player got to determine or participate in that process more. Here we’re back to the DM rolling to see if the monsters resist or evade or not. “Let the players make the roll” was a very important element in 4E, I felt; it was a way of empowering the player a bit and making the process more engaging without otherwise affecting gameplay, and also reducing the DM’s workload. That’s not something I want to see go away.
Turn Undead: this ability, treated as a spell, was basically a way of tying up both clerics so they were otherwise doing nothing except keeping it on. I think the old school approach of “activate once, effect continues for a while” was a better deal. All this did was take the clerics out of the fight for multiple rounds until they said “screw it,” turned it off and waded back in. Furthermore, it was weird in actual play, because all it seems to do is repell the undead from the cleric’s sphere of effect….I effectively ruled the undead would hang around the periphery of the cleric’s area and attack his unprotected allies instead. The old 1st/2nd edition approach of cowering undead or fleeing undead who were so affected for X number of rounds was easier to adjudicate, less costly and more effective.
Move Actions: people felt this should have been exchangeable in some way, but precisely how under the system as presented was unclear.
Bull Rush/Charges: The absence of rules for this was noticed and sorely missed. At one point the dwarven cleric tried to rush a cultists and knock him into the pool with the gray ooze. I treated that as a Str contest between the two, which was easy enough, but the actual act of charging an opponent and attacking (for a meaningful effect different from simply moving 30 feet and swinging) was still missed.
Grappling: no rules at all for it, but clearly this could and should work as a contested strength check.
Action Points: call them what you will, but everyone missed these. The Pathfinder guys missed the hero points from APG, the 4E guys missed action points, and the 3.5 guy could have cared less.
The Hit Dice Mechanic: This was the least offensive of all the things I thought would be offensive. In fact, it was the opposite. It’s still a slight boost, with a random element, and got put to good use during the one rest everyone engaged in, but the net effect of hit dice was nothing at all like the surge mechanic of 4E. My 4E players both indicated they preferred healing surges ala 4th, but conceded that the reason it was no longer here in such a fashion was (obviously to them) because of how mucked up surges had become and how much they could be abused in 4E. That said, the fundamental nature of 5th action economy really prevents surges from manifesting here in a meaningful way.
I was also not bothered by the “extended rest heals all” mechanic. The only thing that bothered me was how everything had too many hit points for what they needed. If DDN is really going to operate on bounded progression, it needs to apply that logic to everything, hit points and damage outputs included.
Dying: The death saves were exciting when they kicked in; everyone agreed this was a grittier reinterpretation/inversion of the 4E approach.
Rituals: No one starts with alarm, oddly, so I didn’t get to see the one spell with a ritual option in actual play. I still think the ritual concept as presented in DDN is a very cool idea.
Spells in General: All of the spells felt, to me, like they took the 4E version of such, reskinned it, and got rid of the text block, then wrote it up for a touchy-feely narrative effect.
Adjudicating the Game without a Map and Minis: I still ended up sketching out details. I don’t know if it was just me and my middle-aged brain, the lack of sleep from a long day, or some other factor, but DDN still felt like it had too many positional elements, or at least like it needed them. It could have been the fact that I had a group of players who were all more used to positional relevance. The end result was a headache for me and I lost track of things during the final encounter; the game and players were still expecting me to have a good take on spatial relations. It was nothing like the old days of 2nd edition when I could run elaborate combats without anything more than a rough map. I may go back and play some more 2E to see if this is something specific to my old comfort zone with the game, or a reflection of being too conditioned by the current editions (3rd/4th/ PF) getting in the way of that old school vibe. Given that I haven’t by and large had the same issue in my recent Pathfinder games, I think it has to do with the fact that DDN is using a different action economy, but there’s implied spacing/relations that are being dragged in from 4E that still loom up and cause issues.
Ultimately, I suspect that DDN as written would be easier to adjudicate with a map and minis, moreso than 3rd edition….but of course unlike 4th it doesn’t absolutely need them, it’s just so close to 4th in many ways that you sort of want them there.
Overall Experience: by and large my players had fun. The 4E guy who came in hostile to the game felt it had merit. The group as a whole had fun, but honestly anyone can make a pig look good with enough makeup and clothes so I’m going to toot my own horn for a sec and say that because I ran a homemade module, and because it was run by an experienced DM that the game was going to be reasonably fun. That said, everyone had some observations about the strengths and weaknesses of the game. As DM, however, I can only speak for myself. My final thoughts are as follows:
This is a fantasy heartbreaker. It’s changing mechanics that work better and more effectively in prior editions, and feels to me like change for the sake of change. I think that this version has stripped recent (3rd/4th edition) features out that really should be there if you’re going to keep all the other features that it borrows/modifies from those same editions. I would equate this to being like a Lamborghini car that someone just applied wooden side boards to, attached a horse to the front, and called it a horse-drawn carriage.
How to fix this? My suggestions:
Bring back the Move-Minor-Standard: This is an excellent action economy and it is built from the ground up to keep players engaged on multiple levels. You can and should be able to use this even without the power mechanics of 4E. Hell, you can and should plug this action mechanic into 3rd edition to fix about 50% of all the problems I have with that edition in one shot!
Clean up Hit Points and Damage Expressions: it’s all over the place right now, and it just feels off. Bring back hit dice and levels for monsters too. To do this right, I think scaling hit points and damage expressions down to pre 3E days would be the best fit for DDN. Players have too many hit points, something I thought I’d never say about this, under the rules as presented. If you don’t do this, then utilize all damage expressions on a static (bounded) level scaled for 1st to 3rd level 4E, but regardless, do something about it….the current system is weird and swingy, and we either need to recapture that old school feel or retain that clean and smooth sweet spot from 4E.
Bring Back Proper Saves and Real Skills: I like minimalism, but only when it works well. I did not feel that these worked well at all as presented in DDN. I can already tell I will miss customizable and detailed skills, and the lack of a distinct save mechanic (or defense mechanic) was needless “reduction for its own sake.” Even old school systems still have a distinct, delineated save mechanic. If you don’t bring it back, at least look at how C&C does it and consider something similar. When a lite system like C&C offers better and harder rules of thumb for the CK than your system does for the DM, then you have issues.
Think Carefully about Bounded Progression: On the one hand, I like the principle of such a design. On the other hand, D&D has a legacy tradition of class and level based advancement. For this to work, it still needs to make class and level advancement meaningful, and the game needs to feel different over time. Sure, 4E’s scaled advancement was an illusion of sorts, and it meant that there was a fundamental difference between each tier that meant that for optimal play everyone should be no more than a level apart from one another, but it provided a very satisfactory illusion of advancement. Older editions handled this rather well, too, providing plenty of level-based progression, a sense you were getting more powerful, and managing to pull it off in only 9-12 levels on average. If you want to capture that feel but retain leveling in a meaningful way, I’d try to figure out the power spread of 1st/2nd edition and then stretch it over the 20 or 30 levels of advancement you want in DDN. Alternatively, stop worrying so much about bounded leveling, go back to something more conventional for D&D, but offer a better and easier suite of tools for the DM to level up foes and threats with minimal effort.
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